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Zombie RPG - Design Updates

by Dhruin, 2010-07-28 11:20:55

Time to catch up on a couple of Zombie RPG Monday Design Updates.  First, from a week or so back, Annie asks for debate on XP systems:

ONE - so what parts of experience systems do you feel are totally played out?  Maybe getting xp for disarming mines (leading one into death-wish jaunts into minefields for a chance at powerleveling)?  Possibly getting more xp for taking the "super good" or "dastardly evil" options instead of favoring a more middle-of-the-road approach?  For a concrete example: Shining Force 2 is one of the old strategy RPGs that I love from back in the day, but the fact that you only really got xp per kill meant that your best characters speedily outpaced everyone else, and you basically had to trap and bleed out monsters so that your weaker units - healers and thieves - could get the killing blow and thus actually level up.  That was some BS.

...then Brian talks about morality:

So, #1 on our list for dialogue presentation was making sure the dialogue was never completely clear cut good/bad moves, or at least that the decisions involved realistic consequences. Allies all have their own codes of what’s right and wrong and while some of them may agree with each other on one point, there will never be a decision where everybody is in 100% agreement. And the player isn’t expected to be able to please all of them all of the time – it is a constant balancing act for any player to not alienate any of their allies. A popular decision might be the most difficult to execute – like taking action against another group to boost food stocks and losing several allies in the process. The player may also use their dialogue skills to try and sell unpopular or difficult courses of action – for example, they might try to convince everybody that rationing would be a good way to extend the food, reducing (but not getting rid of) the Morale penalty of such an action. And decisions are less based on being a good guy or bad guy but on figuring out how much pull you might gain or lose with an ally if you don’t throw a decision their way – unlike a random NPC, your survivors are theoretically in it for the long haul, and they’ll remember what you did.

Information about

Dead State

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released


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